[dev1361] The following three Grand Company ranks have been made available. Rising in rank increases the number of company seals you can hold.

Commission

Maelstrom

Order of the Twin Adder

Immortal Flames

Maximum Company Seals

Rank

Insignia

Rank

Insignia

Rank

Insignia

Petty Officer

Storm Sergeant Second Class

Serpent Sergeant Second Class

Flame Sergeant Second Class

35,000

Storm Sergeant First Class

Serpent Sergeant First Class

Flame Sergeant First Class

40,000

Chief Storm Sergeant

Chief Serpent Sergeant

Chief Flame Sergeant

45,000

[dev1362] Party size restrictions for the following raids have been changed.

Before

After

Aurum Vale

8 members

→

4–8 members

Cutter’s Cry

8 members

→

4–8 members

* The difficulty of these raids has not been adjusted and remains at the original level designed for a full party of 8 members.

[dev1363] New battles against the primal Garuda entitled “The Howling Eye” and “The Howling Eye (Hard)” have been added.
These battles can be engaged in by undertaking newly released quests. Combat takes place within an instanced area, and defeating Garuda yields rewards for party members.

The Howling Eye

The Howling Eye (Hard)

Class & Level Requirements

Disciples of War or Magic level 40 and above

Disciples of War or Magic level 45 and above

Party Size Requirements

4–8 members

8 members

Party Member Requirements

All party members must be Disciples of War or Magic level 40 or above and fulfill one of the following:
・Accepted the “In for Garuda Wakening” quest and advanced to the same point
・Completed the “In for Garuda Wakening” quest

All party members must be Disciples of War or Magic level 45 or above

Time Limit

30 minutes

30 minutes

Cooldown Before Reentry (following a victory)

15 minutes

15 minutes

Cooldown Before Reentry (following a defeat)

5 minutes

5 minutes

Quest Names

In for Garuda Wakening (Limsa Lominsa)
In for Garuda Wakening (Gridania)
In for Garuda Wakening (Ul’dah)

Taming the Tempest

Quest Requirements

Completed either “Deus ex Machina,” “Shadow of the Raven,” or “Careless Whispers”

Completed “In for Garuda Wakening”

* “Taming the Tempest” is a repeatable quest.
*Players who exit the Howling Eye after a victory without claiming their rewards may enter again without restarting the quest.

≪Claiming Treasure Chest Rewards≫
Players who clear The Howling Eye (Hard) while in possession of the vortex fletchings item will be eligible to claim rewards from the treasure chest that appears.

Party members other than those starting The Howling Eye (Hard) can participate in the battle without having vortex fletchings, but will be unable to claim rewards from the treasure chest that appears following victory.

Rewards for completing The Howling Eye (Hard) include an item called a vortex headdress. Vortex headdresses can be collected and exchanged for the new Garuda weapons.

Vortex headdresses are not automatically placed in player inventories, but rather will first appear in the loot list of the player receiving it. Though the items are untradeable, because they first appear in the loot list, players who have no need of them can opt to pass them on to other players.

* Vortex headdresses will not appear as rewards for players who are not in possession of vortex fletchings.

After collecting the required number of vortex headdresses, they can be exchanged by Rowena in the Merchant Strip of Ul’dah (5,4) for the Garuda weapon of your choice.

[dev1216] New hamlet defense battles have been added.
Hamlet defense battles bring numerous players together to combat threats posed by the beast tribes to the safety of the realm. There are two phases to this new content: a 50-hour non-combat phase where Disciples of the Hand and Land can enhance hamlet readiness for battle, and a 25-hour combat phase where Disciples of War and Magic can join the local militia and fight beastmen directly, while Disciples of the Hand and Land can aid in the effort in other ways.

≪Preparing for Battle≫
During the non-combat phase of hamlet defense, players will be asked to contribute to the hamlet’s stockpiles by crafting and delivering several different items. Hamlets begin the phase with a “supply rating” of zero. Each donation to the hamlet militia is converted into points, which are added to the hamlet’s cumulative total. When this total reaches a certain amount, the hamlet’s supply rating will increase. This rating not only determines the strength of the beastmen forces, but also the type of rewards offered during the combat phase. Currently, level 2 is the highest achievable rating.

Individual Contributions
Players of all four disciplines can contribute to a hamlet militia’s supply caches, with rewards given based on the type of contribution.

Disciples of the Land and Hand
Delivering items requested by the hamlet militia quartermaster, or any materia-enhanced weapon or piece of gear, will not only contribute to the hamlet’s supply rating, but will also earn you an anima boost based on the type of item donated.

Delivering Items
Items are to be delivered directly to the militia quartermaster.

Hamlet

Name

Location

Hyrstmill

Dhebi Polaali

North Shroud (25,13)

≪Defending the Hamlet≫
After the non-combat phase ends and the hamlet’s supply rating is set, the beast tribes will begin their march. For the next 25 hours, players of all jobs and classes will have multiple opportunities to join the local militia in fending off the invading forces.

All battles are fought within instanced areas. A battle is won by either defeating the beast tribe leader, or protecting the hamlet’s four supply caches for the duration of the raid.

*Currently, hamlet defense is only available in Hyrstmill. Similar content for two additional hamlets is set for release with patch 1.22a.

Players can join the local militia by speaking with the following militia captains:

Hamlet

Name

Location

Hyrstmill

Rontremont

North Shroud (25,13)

Conditions

Registration Period

25 Hours (every 50 hours)

Level Restrictions

All Jobs/Classes Lv. 45–50

Required Party Size

Full (8 members)

Wait Between Battles

15 Minutes After Victory / 5 Minutes After Defeat

Battle Details
Tasks are assigned to players based on their discipline.

Land: Enfeebling enemy forces via item delivery

Hand: Enhancing allied forces via item synthesis

War & Magic: Engaging the enemy in direct combat

Battle Flow

If the 50-hour preparation period is over and the call-to-arms has been sounded, form a party of 8 members and speak with the militia captain to enter the instanced area. Once the instance has been entered, jobs and classes will be locked and players will not be allowed to change their weapons or soul crystals.

Disciples of the Land can help weaken the invading beastmen by collecting alchemical pots stored throughout the hamlet and delivering them, intact, to the militia quartermaster. Different pot combinations result in different enfeeblements, so communication with the front lines will be important when determining which type of enfeeblement is required when.

Disciples of the Hand can help enhance the militia allies by crafting instruments of warfare with parts found in the hamlet, and then delivering the completed items to the militia quartermaster.

Disciples of War and Magic must engage the enemy in direct combat, drawing the invaders’ attention away from the unarmed Disciples of the Hand and Land, as well as the lightly guarded supply carts.

After a certain amount of time, a powerful beast tribe leader will enter the fray. The leader will actively give orders to his soldiers, changing their current focus of attack.

Protecting the hamlet’s four supply carts is the militia’s prime objective. The mission is deemed a failure if all four carts are lost.

If the militia is successful in defeating the beast tribe leader or protecting at least one of the carts for the duration of the invasion, the mission is deemed a success and a score based on overall performance is tallied.

Speak with the militia captain before leaving the instance to receive payment for services rendered. Rewards are not only based on performance during the battle, but also on individual contributions to the hamlet’s supply caches during the non-combat phase.

During the 25-hour combat phase, the beast tribes will launch continued waves of attack on the hamlet. Players can join the militia as many times as they wish during this phase, as long as the aforementioned conditions for participation have been met.

[dev1364] Items crafted as part of local guildleves have undergone a complete overhaul. Together with these changes, the names and descriptions of certain levequests have been changed.

* Following the release of patch 1.22, it may no longer be possible to complete certain local guildleves undertaken prior to the patch’s release. Players who find this to be the case are asked to please abandon any such levequests.

[dev1365] Performance-based rewards for local levequests have been altered in the following ways:

Successful completion of local levequests now yields one item regardless of performance.

Reaching a performance rating of 100 now yields one additional item.

Reaching a performance rating of 300 now grants the possibility of yet another additional item.

In addition, the amount of crystals awarded has also been adjusted.

[dev1357] New features have been added to inns.

A private armoire capable of holding untradable items has been added.

Armoires are available in the inn of each city. The items listed below can be placed in the armoire and later removed at the time of your choice.

Hermes' Shoes cannot be stored for a fixed period (approx. one day, Earth time) following use.

The same storage is accessible from the armoires in all three city inns. For example, an item stored using the armoire at the Mizzenmast in Limsa Lominsa can be retrieved using the armoire at the Roost in Gridania.

Beds located in inn rooms can now be targeted. Selecting a bed now presents the following options:

Do nothing

Log out

Return to the character selection screen

Check the bed

Inns can now be set as Return destinations.
Speak to the NPC found at an inn entrance to set that inn as a secondary home point. Only one of the three inns can be set at a time. This is in addition to the one aetheryte destination setting that is also available as a primary home point.

Setting an inn as a secondary home point becomes available upon completion of the following quests: “Waste Not Want Not” for the Roost in Gridania, “The Ink Thief” for the Mizzenmast in Limsa Lominsa, and “Ring of Deceit” for the Hourglass in Ul’dah.

The entrance to the Hourglass inn in Ul’dah has been moved to the Merchant Strip (6,5).

[dev1366] The following changes have been made to the Ul’dahn NPC Rowena:

The number of Kupo Nut Charms required to exchange for an item has been reduced from 20 to 10.

New items that can be exchanged for primal oblations have been added.

[dev1367] The imperial stronghold Castrum Novum can now be seen in the Mor Dhona area (6,12).

[dev1369] Adjustments have been made to the manner in which damage reduction from shields is calculated.
With this, it is now easier for blocks to take effect when fighting enemies of a level higher than your own.

[dev1370] Casting effects of the following actions have been changed:

Ballad of Magi / Minuet of Rigor / Paeon of War

[dev1030] Enemy distribution in the following areas has been adjusted:

[dev1358] The method for indicating whether a gear slot supports materia-enhanced items has been changed.* The help text shown when an item search is returned will be updated accordingly in patch 1.22a.

[dev1385] The help text of the following job-exclusive gear has been revised to better indicate their actual benefits:

Item

Before

After

Gallant Surcoat

Enhances Cover

→

Recovers MP during Cover

Gallant Gauntlets

Enhances Holy Succor

→

Increases HP recovery of Holy Succor

Gallant Cuisses

Enhances Divine Veil

→

Increases HP recovery of Divine Veil

Fighter's Cuirass

Enhances Vengeance

→

Redirects magic damage during Vengeance

Drachen Mail

Enhances Invigorate

→

Increases TP during Invigorate

[dev1372] The attribute bonuses offered by the following gear have been changed:

Woolen Trousers / Woolen Trousers (Purple)

STR:+2 → STR:+3

[dev1373] The recast time for the bonus effect granted by Hermes’ Shoes is now displayed.

High-difficulty recipes have been added.* The HQ names of certain items synthesized via these recipes may differ from those of their NQ counterparts.
View the details.

[dev1386] The difficulty level of the following recipes has been alleviated:

Bronze Dagger / Bronze Gladius / Bronze Rivets (armorcraft only)

[dev1376] The following changes have been made to synthesis:

The colored lights indicating synthesis status are now accompanied by log messages.

A time limit is no longer imposed upon synthesis. Based on this change, the synthesis timer has been phased out.

Characters now perform synthesis motions more quickly, and the waiting time between command inputs has been shortened.

Elemental instability in synthesis is now limited to those of the crystals used in a given recipe.

Ex.) In the case of a recipe requiring fire and wind shards, only these two elements will potentially become unstable.

Based on this change, the classes required to learn certain "Brand of" abilities have been changed.* Elemental instability will be random in the case of recipes that do not require crystals.

The likelihood of elemental instability has been increased slightly.
Failing synthesis will, at a certain probability, cause the harnessed element(s) to become unstable.* There is no risk of elemental instability if synthesis is carried out successfully.

The penalty for elemental instability has been unified to a halving of the progress gauge for the duration of instability.

[dev1377] The following reforms have been made to abilities:

Certain "Brand of" abilities are now learned through different classes.

The effect of abilities have been changed.
View the complete list of ability adjustments.

≪Reform Objective≫
Till now, the utility of many abilities has been questionable due to poorly defined purpose and lackluster potency. This is especially true when it comes to those abilities learned at lower levels.

The reform aims to make the benefits of abilities more tangible across the board by revising both effect and potency. The revisions will make it easier to achieve target quality at low and middle levels, while keeping things mostly unchanged at higher levels.

≪Making Abilities Unique≫
The reform aims to enhance the uniqueness of abilities in the following ways:

Abilities that increase progress such as By the Book have been adjusted as follows:

Progress is no longer affected by elemental instability.

They are no longer affected by abilities that increase progress such as Determination.

Abilities that increase quality such as Eye for Detail have been adjusted as follows:

The amount of quality that increases through all types of synthesis gradually decreases based upon how much quality has risen while crafting. The abilities in question, however, are no longer subject to this restriction.

They are no longer affected by abilities that increase quality such as Byregot’s Blessing.

The Wait command is unaffected by abilities.

Types of synthesis such as materials, parts, and completed items no longer influence the efficacy of abilities.

Based on the ability reform, the effects of standard and rapid syntheses have been adjusted as follows:

[dev1379] When EXP is obtained during synthesis and gathering, log messages will now appear for bonuses granted by the following game elements:* EXP yield is unaffected.

Rested Bonus

Gear

Well Fed Effects

Engineering and Survival Manuals

Abilities

Log messages relating to gains in quality during synthesis will appear in the same manner as before.

[dev1380] The average amount of damage a weapon is capable of dealing per second (DPS) has been added to help text.

The DPS of a bow is calculated in the following manner:
DPS = (Damage + Damage value of the strongest ammunition at the bow's required level [excluding HQ]) / Delay

[dev1381] Sanction-ready gear can now be obtained in exchange for company seals.

“Sanction" is the name given to a process of gear enhancement which involves the casting of any one of a range of enhancing spells on equipment specially crafted to harbor enchantments. The sanction status can be received at the headquarters of each Grand Company, and for the duration of its effect (three hours Earth time) grants a bonus to the efficacy of certain gear. Such gear can be identified by viewing their help text.

[dev1382] Set bonuses have been added to gear exchangeable for company seals.

New gear will be added that offer various bonuses when equipped as a set. Such gear can be identified by viewing their help text.

Ex.) Maelstrom gear (3 or more pieces): HP: +15

In the above instance, the bonus indicated will take effect if the player equips three or more pieces of Maelstrom gear. In the case that four or more pieces is the requirement, the player must equip four or more pieces of gear to benefit from the stated bonus.* Existing Grand Company gear and achievement reward gear both count towards the bonus requirement.

[dev1383]Additions have been made to the list of items available in exchange for company seals.
View the details.

[dev1384] The vendor NPC Oscarlet has been added to the Gridanian hamlet of Hyrstmill in the North Shroud (23,13).

[dev1359] The following changes and additions have been made to market areas:

New areas have been added:

Lominsan Mercantile House

Gridanian Mercantile House

Ul’dahn Mercantile House

Based on this addition, the item search feature has been moved to the abovementioned locations. This change will allow players to directly purchase items from any city’s market area. For example, a player in Gridania will be able to search for and purchase items from the Ul’dah market area by speaking with an NPC in the Ul’dahn Mercantile House.* While players can still perform an item search within market areas, they can no longer do so from the query prompt at market entrances.
* While you are inside a mercantile house, your current location in player search will appear as the associated city-state. The same applies when you log out of the game while inside a mercantile house.

It is now possible to search retainer wares by typing item names into the search field.

Search results will show all items that start with the entered term.

Searches are performed in the language set in FINAL FANTASY FFXIV Config.

Searches can be performed through the auto-translate function.

Alphabet searches are not case-sensitive.

Market Guide NPCs have been added.
In addition to using the existing market area entrances, players can now travel directly to each mercantile house by speaking with “market guides.”

City

NPC

Location

Limsa Lominsa

M'septha

Limsa Lominsa Upper Decks (7,5)

Gridania

Torsefers

Gridania (6,6)

Ul'dah

Edine

U'dah Merchant Strip (6,5)

These NPCs will be indicated on the map as entrances to their respective market areas.

[dev1359] Players now have the option of dispatching their retainers to the market wards.
Upon summoning your retainer, you will be given the option to dispatch him or her to the ward of your choice. Please note, however, that your retainer will automatically return home in the case that the area specified has already reached capacity.

[dev1358] Players are now able to request others to meld materia on their behalf in the same manner as seeking repairs.
Upon selecting either a piece of gear or materia in the inventory interface, you will be presented with the option to request this service. Making the request incurs a fee commensurate with the required level of the item to which materia will be melded, payable in gil to the player who accepts the request.

* In addition to the abovementioned fee, players must also provide a suitable catalyst.
* This method allows only the melding of the first piece of materia to any given item.
* Only players who possess a materia assimilator can make a melding request.

[dev1387] The specifications for discarding materia-enhanced items have been changed.
Players are now required to first check a confirmation box before they are able to discard materia-enhanced items.

[dev1389] The following actions can now be performed upon online linkshell members in the Linkshell interface: Send /Tell, Invite, Promote, Demote, Exile

Action Reselect Cancel
Enable canceling of actions by selecting them again from the action bar while they are being cast or channeled.* Can also be performed via the text command /actioncancel, (/acan).

/actioncancel [subcommand]
>>Subcommands
on Enable canceling via the action bar.
off Disable canceling via the action bar.
Toggle between on and off when no subcommand is specified.* Default is off.

The setting will be defaulted to off for all characters. The setting must be enabled if you wish to be able to cancel actions via the action bar as before.

Display Names

Display/hide settings for each category.

Player
Name/Icon, HP Bar

Party Members
Name/Icon, HP Bar

Other Players
Name/Icon, HP Bar

NPCs
Name/Icon

Enemies
Name, HP Bar, Level, Aggression, Enmity* Based on these changes, the text command /hpbar has been phased out.

Display Name Position
Set display position for all characters (up or down).

Target Settings

Display Name Zoom
When toggled on, placing the mouse cursor over a character will cause that character’s display name to appear enlarged.

Target Highlight
When toggled on, placing the mouse cursor over a character will cause that character to flash. Targeted characters will appear bordered in yellow.

Keyboard
Other

Action Bar Pop-up Help
Assign a key for toggling the display of action bar help text.* Can also be performed via the text command /actionbarhelp, (/abarhelp).

/actionbarhelp [subcommand]
>>Subcommands:
on Display help text.
off Hide help text.
Toggle between on and off when no subcommand is specified.* Default is on.

Cycle Active Linkshell

Activate Linkshell 1

Activate Linkshell 2

Activate Linkshell 3

Activate Linkshell 4

Activate Linkshell 5

Activate Linkshell 6

Activate Linkshell 7

Activate Linkshell 8

Deactivate Linkshell

[dev1392] New macro icons have been added.

[dev1393] The text command /equiplinkshell, used to activate the designated linkshell, has been added.

An issue wherein players could not progress in the job quest “Always Bet on Black.”

An issue with the job quest “Always Bet on Black” wherein party members are immediately forced out from an instance upon teleporting there from certain areas.

An issue with the class quest “Hide and Seek Shenanigans” wherein the map was not displaying as intended when accessed from the journal entry.

An issue with Cutter’s Cry wherein an instance would continue to exist even though no characters are present.

An issue with Cutter’s Cry wherein moving your character before the commencement of certain cutscenes would lead to enmity being incurred.

An issue with macros wherein command lines that follow /job would not function unless preceded with the /wait command. For instance, the following set of instructions used to reequip gear now functions correctly:

/equip Main Hand [weapon name]
/job on
/equip body [armor name]

An issue wherein log messages were incorrect when placeholders were used.

New Items

A complimentary acorn treat baked by the Mizzenmast Inn. May contain nuts.

Roost Biscuit

Grain Dish

A complimentary acorn treat baked by the Roost. May contain nuts.

Hourglass Biscuit

Grain Dish

A complimentary acorn treat baked by the Hourglass. May contain nuts.

Magicked Prism (Indigo Star)

Reagent

This peculiar contraption creates illusions by weaving together myriad shades of light. Used in the hamlet of Hyrstmill for celebratory purposes.

Darksteel Nugget

Unrefined Metal

A small nugget of impure darksteel.

Darksteel Ingot

Unrefined Metal

An ingot of smelted darksteel.

Darksteel Plate

Metal Sheet

A sheet of hammered darksteel.

Darksteel Rivets

Metal

Short darksteel pins with large heads. Used in connecting metal plates.

Rose Gold Nugget

Unrefined Metal

A small nugget of impure rose gold.

Rose Gold Ingot

Unrefined Metal

An ingot of smelted rose gold.

Astral Rock

Gemstone

An uncut, unpolished stone imbued with an unbalanced elemental aspect tipping to astral.

Twinthread

Fiber

Light, wispy thread spun from crawler cocoons.

Hippogryph Skin

Hide

The thick, yet light hide of a hippogryph.

Hippogryph Leather

Leather

A large piece of cured hippogryph hide.

Trillium

Reagent

A beautiful, white, three-petal flower.

Trillium Bulb

Reagent

If planted and tended with loving care, this bulb should grow into a lovely trillium plant.

Growth Formula Delta

Reagent

This alchemically formulated potation accelerates the growth of foliage.

Coke

Reagent

A hot-burning fuel created by destructively distilling raw coal.

Peacock Ore

Ore

A colorful ore with a high copper content.

Vortex Headdress

Miscellany

This mahogany idol carved in the likeness of the primal Garuda is used by Ixali callers during summoning ceremonies.

Vortex Totem

Miscellany

This feathered headdress is presented to Ixali warriors who have proven themselves devout followers of the Lady of the Vortex.

Flawless Mailbreaker Blade

Weapon Part

A sturdy darksteel blade used in the creation of mailbreakers.

Flawless Avenger Grips

Weapon Part

A pair of tempered darksteel grips used in making avengers.

Flawless Rampager Head

Weapon Part

A double-edged darksteel axe head used in the creation of rampagers.

Flawless Obelisk Head

Weapon Part

A narrow darksteel head used in the creation of obelisks.

Flawless Darksteel Breastplate

Armor Metal

A darksteel breastplate, usually coupled with a matching backplate and worn over another piece of body armor, completing the set.

Flawless Darksteel Gauntlet Plates

Armor Metal

A pair of darksteel plates used in the construction of gauntlets.

Flawless Darksteel Couters

Armor Metal

Darksteel elbowguards used in the creation of heavy armor.

Flawless Rose Gold Clasps

Armor Metal

Tiny rose gold clasps used to secure earrings to the wearer's ear.

Mailbreaker Blade

Weapon Part

A sturdy darksteel blade used in the creation of mailbreakers. The craftsmanship, however, seems to be quite poor, in effect rendering the part unusable.

Avenger Grips

Weapon Part

A pair of tempered darksteel grips used in making avengers. The craftsmanship, however, seems to be quite poor, in effect rendering the parts unusable.

Rampager Head

Weapon Part

A double-edged darksteel axe head used in the creation of rampagers. The craftsmanship, however, seems to be quite poor, in effect rendering the part unusable.

Obelisk Head

Weapon Part

A narrow darksteel head used in the creation of obelisks. The craftsmanship, however, seems to be quite poor, in effect rendering the part unusable.

Darksteel Breastplate

Armor Metal

A darksteel breastplate, usually coupled with a matching backplate and worn over another piece of body armor, completing the set. The craftsmanship, however, seems to be quite poor, in effect rendering the part unusable.

Darksteel Gauntlet Plates

Armor Metal

A pair of darksteel plates used in the construction of gauntlets. The craftsmanship, however, seems to be quite poor, in effect rendering the materials unusable.

Darksteel Couters

Armor Metal

Darksteel elbowguards used in the creation of heavy armor. The craftsmanship, however, seems to be quite poor, in effect rendering the parts unusable.

Rose Gold Clasps

Armor Metal

Tiny rose gold clasps used to secure earrings to the wearer's ear. The craftsmanship, however, seems to be quite poor, in effect rendering the parts unusable.

Kidney Ore

Ore

A reddish ore containing large quantities of iron. Its wide availability makes it optimal for smelting in locations where purer forms of iron ore are difficult to procure, such as militia forges.

Indigo Herring

Saltwater Fare

A large fish native to the Indigo Deep. When packed in salt, it can be preserved for up to a year.

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